switch to Normal event system
This commit is contained in:
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120
MANUAL.md
120
MANUAL.md
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@ -34,11 +34,11 @@ Uranium Template originally formed during the creation of a currently unreleased
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- [Shaders](#shaders)
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- [Callback usage](#callback-usage)
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- [Default callbacks](#default-callbacks)
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- [`uranium.update(dt: number)`](#uraniumupdatedt-number)
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- [`uranium.init()`](#uraniuminit)
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- [`uranium.ready()`](#uraniumready)
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- [`uranium.exit()`](#uraniumexit)
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- [`uranium.focus(hasFocus: boolean)`](#uraniumfocushasfocus-boolean)
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- [`update(dt: number)`](#updatedt-number)
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- [`init()`](#init)
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- [`ready()`](#ready)
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- [`exit()`](#exit)
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- [`focus(hasFocus: boolean)`](#focushasfocus-boolean)
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- [Custom callbacks](#custom-callbacks)
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- [Requiring files](#requiring-files)
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- [Standard library](#standard-library)
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@ -88,8 +88,8 @@ Uranium Template originally formed during the creation of a currently unreleased
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- [`input.keyboardEquivalent`](#inputkeyboardequivalent)
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- [`input.getInput(i: string, pn: number | nil): number`](#inputgetinputi-string-pn-number--nil-number)
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- [`input.isDown(i: string, pn: number | nil): number`](#inputisdowni-string-pn-number--nil-number)
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- [`uranium.press(input: inputType, pn: number)`](#uraniumpressinput-inputtype-pn-number)
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- [`uranium.release(input: inputType, pn: number)`](#uraniumreleaseinput-inputtype-pn-number)
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- [`press(input: inputType, pn: number)`](#pressinput-inputtype-pn-number)
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- [`release(input: inputType, pn: number)`](#releaseinput-inputtype-pn-number)
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- [A note about keyboard inputs](#a-note-about-keyboard-inputs)
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- [`bitop`](#bitop)
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- [`scheduler`](#scheduler)
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@ -167,7 +167,7 @@ Afterwards, it should be safe to zip everything up and send it over!
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`main.lua` is the entry-point for your code! From there, you can do the following:
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- [Define some actors](#defining-actors), and [call initialization methods on those actors](#initializing-actors) to set them up
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- [Define callbacks](#callback-usage), such as the [update](#uraniumupdatedt-number) callback
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- [Define callbacks](#callback-usage), such as the [update](#updatedt-number) callback
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- [Require more files in](#requiring-files)! Splitting your code into neat little modules is always good practice.
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- Make use of the expansive [standard library](#standard-library), like the [vector](#vector2d) or [color](#color) classes
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@ -210,23 +210,23 @@ quad:xy(scx, scy)
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quad:zoomto(60, 60)
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quad:diffusealpha(1)
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function uranium.update()
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uranium.on('update',
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-- doesn't need a reset! it'll automatically zoomto 60, 60 and set its alpha to 1
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quad:Draw()
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quad:zoomto(120, 120)
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quad:diffusealpha(0.5)
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quad:Draw()
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end
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end)
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```
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If you want to avoid this for individual actors, or otherwise call getter methods, use the [`uranium.init`](#uraniuminit) callback:
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If you want to avoid this for individual actors, or otherwise call getter methods, use the [`init`](#init) callback:
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```lua
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local sprite = Sprite()
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function uranium.init()
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uranium.on('init', function()
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someTexture = sprite:GetTexture()
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end
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end)
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```
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Alternatively, you can also use the actors' individual `InitCommand`s:
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@ -307,9 +307,9 @@ setDrawFunction(af, function() -- necessary to call this instead of af.SetDrawFu
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sprite:Draw()
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end)
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function uranium.update()
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uranium.on('update', function()
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af:Draw() -- would draw quad and sprite
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end
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end)
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```
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**Nested AFs are supported.** As with all complicated things in this template, check out the [`ActorFrame` example](#simple-actorframe-setup) for a simple working setup.
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@ -322,13 +322,13 @@ setDrawFunction(af, function(x, y)
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quad:Draw()
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end)
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function uranium.update()
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uranium.on('update', function()
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for x = 0, 3 do
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for y = 0, 3 do
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af:Draw(x, y)
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end
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end
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end
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end)
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```
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#### `ActorScroller`
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@ -371,7 +371,7 @@ local sprite = Sprite('docs/uranium.png')
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local shader = Shader('src/shader.frag') -- returns a RageShaderProgram
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```
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Afterwards, call `setShader` on your actor. You can call this outside of `uranium.init`, if you like.
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Afterwards, call `setShader` on your actor. You can call this outside of `init`, if you like.
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```lua
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setShader(actor, shader)
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@ -413,15 +413,15 @@ Check [the shader example](#shader-test) if you just want something to play arou
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## Callback usage
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Uranium uses a unique callback system - to define a callback, you define a function under `uranium.` with your desired callback name:
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Callbacks are defined with `uranium.on`:
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```lua
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function uranium.update(dt)
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uranium.on('update', function(dt)
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-- runs every frame
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end
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end)
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```
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You can do this as many times as you like - it'll call every single function that's defined as `uranium.update`, not just the last!
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You can do this as many times as you like - it'll call every single function that's defined as `update`, not just the last!
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If you return a non-falsy value in a callback, however, it'll cancel every other callback after it. This can be useful for, eg. capturing inputs and ensuring they don't get passed through to other callbacks on accident.
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@ -429,19 +429,19 @@ If you return a non-falsy value in a callback, however, it'll cancel every other
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These are the callbacks that are built into Uranium:
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#### `uranium.update(dt: number)`
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#### `update(dt: number)`
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Called every frame. `dt` is the time passed since the last frame, the "deltatime".
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#### `uranium.init()`
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#### `init()`
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Called once on `OnCommand`. Every actor has been created, and the game should be starting shortly.
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#### `uranium.ready()`
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#### `ready()`
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Fired on the first tick. A later version of `init()` where more things should be safe to use.
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#### `uranium.exit()`
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#### `exit()`
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_Should_ call when the player exits the file. **Not properly tested yet.**
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#### `uranium.focus(hasFocus: boolean)`
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#### `focus(hasFocus: boolean)`
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Called whenever the window loses/gains focus. You can use this to reduce render quality on alt-tab.
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### Custom callbacks
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@ -449,9 +449,9 @@ Called whenever the window loses/gains focus. You can use this to reduce render
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Custom callbacks require no extra setup. Define your callback like usual:
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```lua
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function uranium.somethingHappened(value)
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uranium.on('somethingHappened', function(value)
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-- ...
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end
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end)
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```
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Then all you need to do to call it is:
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@ -722,11 +722,11 @@ n:add(value)
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n:reset(value)
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-- then, in your update function
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function uranium.update(dt)
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uranium.on('update', function(dt)
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n(dt) -- multiply this image by some value to speed it up
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print(n.a) -- retrieve the eased value
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print(n.toa) -- retrieve the target value it's easing towards
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end
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end)
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```
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#### `easable(default: number): easable`
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@ -835,11 +835,11 @@ input.inputs[1][input.inputType.Left] == input.getInput('Left', 1)
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Shorthand for `input.getInput(i, pn) ~= -1`. If `pn` is not provided, players are ignored and it checks if either of the players have the input held down
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#### `uranium.press(input: inputType, pn: number)`
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#### `press(input: inputType, pn: number)`
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Called when a player presses on a certain key.
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#### `uranium.release(input: inputType, pn: number)`
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Same as [`uranium.press`](#uraniumpressinput-inputtype), except for releasing a key.
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#### `release(input: inputType, pn: number)`
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Same as [`press`](#pressinput-inputtype), except for releasing a key.
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#### A note about keyboard inputs
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@ -885,7 +885,7 @@ Schedules a function to run in a specific amount of time. `when` is in seconds.
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#### `scheduler.scheduleInTicks(when: number, func: function): number`
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Schedules a function to run in a specific amount of `uranium.update` calls/ticks.
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Schedules a function to run in a specific amount of `update` calls/ticks.
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#### `scheduler.unschedule(i: index): void`
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@ -953,13 +953,13 @@ local counter = {
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savedata.s(counter)
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function uranium.init()
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uranium.on('init', function()
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print(counter.n) --> could be different from 0!
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end
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end)
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function uranium.update()
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uranium.on('update', function()
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counter.n = counter.n + 1 -- this will be saved the next time savedata.save is called
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end
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end)
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```
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By default, the name that's used for your module will be the folder your Lua file is located in, followed by its filename. **This means you should not rely on the automatic name generation if your Lua file rests at the root of your file or if you're calling this function via `loadstring` or similar** as it will create unpredictable module names that will change between setups and sometimes even game restarts. You can pass in any string you like to `name`, as long as it's unique in your project, to override this behavior.
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@ -970,7 +970,7 @@ Saves the savedata onto the user's profile. It waits a single tick to do so and
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#### `savedata.load(): void`
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Loads the savedata. _Shouldn't be called manually; this is automatically called on [`uranium.init()`](#uraniuminit)._
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Loads the savedata. _Shouldn't be called manually; this is automatically called on [`init()`](#init)._
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#### `savedata.getLastSave(): string[] | nil`
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@ -978,7 +978,7 @@ Gets the last save time that persists between game restarts in the format `{hour
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#### `savedata.enableAutosave(): void`
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Enables autosave via [`uranium.exit()`](#uraniumexit). Should hopefully mean data should never get lost.
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Enables autosave via [`exit()`](#exit). Should hopefully mean data should never get lost.
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### `env`
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@ -1093,7 +1093,7 @@ end)
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### `noautplay`
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A single function which can be called before `uranium.ready()` to disable autoplay for the duration of the file if the player has it on. ***Not tested.***
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A single function which can be called before `ready()` to disable autoplay for the duration of the file if the player has it on. ***Not tested.***
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```lua
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require('stdlib.noautoplay')()
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@ -1125,9 +1125,9 @@ Here are a couple of examples. All of these are standalone `main.lua` files that
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local text = BitmapText('common', 'Hello, world!')
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text:xy(scx, scy)
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function uranium.update()
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uranium.on('update', function()
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text:Draw()
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end
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end)
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```
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### Default Uranium Template code
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-- update gets called every frame
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-- dt here refers to deltatime - the time that has passed since the last frame!
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function uranium.update(dt)
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uranium.on('update', function(dt)
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-- let's rotate our quad
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quad:rotationz(t * 80)
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-- then shove it to the screen - similar to a drawfunction!
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-- wag the text
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text:rotationz(math.sin(t * 2) * 10)
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text:Draw()
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end
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end)
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```
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### Simple platformer base
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local hasHitGround = true -- let's define this so that you can't jump mid-air
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-- called whenever the player recieves an input
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function uranium.press(i)
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uranium.on('press', function(i)
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if i == input.inputType.Up and hasHitGround then
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vel.y = vel.y - JUMP_FORCE
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hasHitGround = false
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return true -- input eaten! further callbacks won't recieve this
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end
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end
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end)
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function uranium.update(dt)
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uranium.on('update', function(dt)
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-- respond to l/r inputs
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if input.isDown('Left') then
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vel.x = vel.x - SPEED
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-- draw the ground
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ground:Draw()
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end
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end)
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```
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### AFTs
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local text = BitmapText('common', 'uranium template!')
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text:xy(scx, scy)
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function uranium.update(dt)
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uranium.on('update', function(dt)
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coverQuad:Draw()
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aftSprite:Draw()
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aft:Draw()
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text:Draw()
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end
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end)
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```
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### Shader test
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]])
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setShader(sprite, shader)
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function uranium.update()
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uranium.on('update', function()
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shader:uniform1f('yo', 1)
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shader:uniform1f('scale', 0.25)
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reset(sprite)
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shader:uniform1f('yo', 0)
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sprite:Draw()
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end
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end)
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```
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### Savedata example
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local text = BitmapText('common', '')
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text:xy(scx, scy)
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function uranium.press(key)
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uranium.on('press', function(key)
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if key == input.inputType.Left then
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save.leftPresses = save.leftPresses + 1
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elseif key == input.inputType.Right then
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elseif key == input.inputType.Down then
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savedata.save()
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end
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end
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end)
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function uranium.update(dt)
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uranium.on('update', function(dt)
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text:settext(
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'left presses: ' .. save.leftPresses .. '\n' ..
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'right presses: ' .. save.rightPresses
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text:settext('saving!')
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text:Draw()
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end
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end
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end)
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```
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### Simple ActorFrame setup
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sprite:Draw()
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end)
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function uranium.update()
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uranium.on('update', function()
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af:Draw()
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end
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end)
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```
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## Credits
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@ -24,7 +24,7 @@ text:xy(scx, scy + 100)
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-- update gets called every frame
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-- dt here refers to deltatime - the time that has passed since the last frame!
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function uranium.update(dt)
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uranium.on('update', function(dt)
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-- let's rotate our quad
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quad:rotationz(t * 80)
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-- then shove it to the screen - similar to a drawfunction!
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-- wag the text
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text:rotationz(math.sin(t * 2) * 10)
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text:Draw()
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end
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end)
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2
template
2
template
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@ -1 +1 @@
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Subproject commit 0a1805e6fa8448bcf38b0dde5a77e64213e49bc8
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Subproject commit dd7234cc9ed77d8837dee83ad4462eb192a3cf20
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#!/bin/bash
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rm template/release.lua
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rm template/uranium/release.lua
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read -p "enter release version: " version
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sed -e "s/branch = 'unknown'/branch = '$(git rev-parse --abbrev-ref HEAD)'/" -e "s/commit = 'unknown'/commit = '$(git rev-parse --short HEAD)'/" -e "s/version = 'unknown'/version = '$version'/" template/release_blank.lua > template/release.lua
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sed -e "s/branch = 'unknown'/branch = '$(git rev-parse --abbrev-ref HEAD)'/" -e "s/commit = 'unknown'/commit = '$(git rev-parse --short HEAD)'/" -e "s/version = 'unknown'/version = '$version'/" template/uranium/release_blank.lua > template/uranium/release.lua
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